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The Communiqué News

Most people are visiting virtual worlds through plain old screens. Mark Zuckerberg needs to plan accordingly.

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In a few weeks’ time, Mark Zuckerberg will announce a new virtual reality headset from Meta Platforms Inc. Embarrassingly, we already know what it will look like. A video of the purported device has been doing the rounds online after someone found one in a hotel room. Yet none of that should matter because whizzy VR headsets are becoming too much of a distraction, and aren’t that integral to the early growth of the so-called metaverse, a 3D version of the Internet that many see as its next chapter. It turns out flat screens are doing the job just fine.

While Facebook has sold about 14 million VR headsets to date, millions more have visited the metaverse through regular 2D screens like the one you’re looking at right now, via apps like Roblox and Epic Games Inc.’s Fortnite. The trend is likely to continue for several years yet as VR headsets take time to slim down in size and price.

“It’d be a 3D version of Facebook that looks like a game, but you’d browse it from your desktop,” said Sam Huber, CEO of metaverse property startup LandVault. “It could become the most popular game in the world.”

Even modest popularity would reassure investors who are likely to balk at how slowly the company’s headset customers are growing: A mere 300,000 people have visited Horizon Worlds since it launched last October. You can only access the platform via a Quest 2 headset.

“Facebook seems to be operating from a sunk cost fallacy,” said Wagner James Au, an author and blogger who has covered the metaverse for more than a decade. “There’s no data to support VR headsets as being the mass market device.”

In fact, flat versions of the metaverse are far more popular than 3D ones. About three-quarters of Roblox’s 52 million daily visitors are on a phone, while the vast majority of people using Microsoft Corp.’s Minecraft or Fortnite are on a desktop computer or mobile.

Several metaverse companies have also pivoted to flat. Decentraland, for instance, a virtual world for trading crypto assets, was marketed as a “virtual reality platform” when it launched its initial coin offering in 2017. Yet all its users have since been visiting via a desktop or browser, the company says.

VRChat, a platform for socialising with other avatars, was first released as an app for Oculus headsets in 2014. Three years later it produced a desktop version, and was able to attract millions more users.

“The issue is price,” said Artur Sychov, the founder of metaverse startup Somnium Space, whose users mostly visit on a browser. Meta’s Quest 2 costs about $400, while other rival headsets can exceed $800.

Going into a virtual world on a screen is actually a decent proxy for ‘real’ VR and certainly more engaging than a regular video call, as I discovered when Sychov took me on a tour of the Somnium universe during our Zoom meeting. Since I wasn’t technically with him as an avatar, Sychov held a virtual tablet in front of him with a ‘camera’ that let me follow his movements around the space.

Watching him point to art in a virtual gallery and moving through colourful forests, even on my laptop screen, was enough to help me imagine myself being there.

Until now, Meta’s marketing has focused on the immersive benefits of VR headsets, creating the feeling that you’re really with work colleagues or inside a fitness class. But that misses the true selling point of the metaverse — incentives to create new experiences — and you don’t need a VR headset for that.

To lure more people into its virtual platforms, Meta needs to focus less on building cutting-edge headsets, and more on emulating metaverse pioneers like Roblox, Fortnite, and Minecraft. Almost a quarter of Roblox’s own users have created millions of games for the platform, producing a marketplace for commerce as well as fun. Nearly all its content is user-generated, just like TikTok or YouTube, and that is a big part of its attraction.

Zuckerberg similarly must turn his metaverse into a place where creators can thrive. Facebook’s current push to test tools for creators feels late, given how far ahead the other pioneers are.

Concentrating too much on immersive tech is putting the cart before the horse. Meta needs to make its metaverse both accessible and an attractive place for creators. Going “flat” would be a good start.

That puts Zuckerberg in an awkward position. He wants you to buy Meta’s headset, known as the Quest, because that gives him greater control over whatever metaverse marketplace he builds down the line. The reason is clear: For years he’s been beholden to the rules of app gatekeepers Alphabet Inc.’s Google and Apple Inc., paying their fees and following edicts such as the App Tracking Transparency prompt that will knock about $14 million off Facebook’s ad sales this year.

It would be a painful, almost unthinkable step for Facebook to make its metaverse platform Horizon Worlds available on app stores. But perhaps there is another way. Facebook could allow people to visit the platform via a simple browser.

Google’s Stadia uses a service called cloud-streaming that lets people play large video games via Chrome. It’s an expensive process, requiring powerful servers, but it could help Facebook circumvent Apple and Google while drumming up a flood of curious new users. Meta’s technology chief Andrew Bosworth hinted on Twitter earlier this year that a web-based version was in the cards, but a company spokeswoman declined to provide further details.


A new Metaverse feature called "Flipverse" has been introduced by Flipkart. Users are now able to buy three-dimensional virtual objects through the latest launch of the Walmart-owned e-commerce giant.


Pritish Bagdi

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For the initial launch of Flipverse, Flipkart has teamed with over 15 brands to produce almost 100 virtual products, according to ET Tech. In the initial phase, brands like Puma, Noise, Ajmal Perfumes, Nivea, Lavie, Tokyo Talkies, Campus, Himalaya, and Butterfly India will sell virtual goods on the platform.

According to Flipkart Labs vice president and head of product planning and deployment Naren Ravula, "the future growth of e-commerce will be affected by the immersive technologies of today," and "Metaverse is one of the biggest revolutions in this sector with great promise."

The company has teamed together with Web3 businesses like Polygon, Guardian Link, and eDao to develop Flipverse. Brands will present goods, deals, and collectibles in the project's initial phase in digital product categories like apparel, cosmetics, wearable tech, sportswear, and others.

Android phone owners will have initial access to the Flipverse. The company recently allowed customers access to digital treasures at the conclusion of a 10-day holiday sale, giving them a taste of this technology.



A new report on market opportunities in Metaverse platforms suggests digital asset marketplaces could be valued at 224.9 billion dollars by 2027.


Swati Bhat

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Hogan, Untraditional NFT Collection


In the "Metaverse Market by Technologies, Platforms, Solutions and Applications in Industry Verticals 2022 - 2027" report by Research and Markets, blockchain solutions supporting the Metaverse could soar to 148.6 billion dollars in the next five years.

The report assesses the market opportunity for Metaverse vendors and ancillary services providers including infrastructure, devices, software, and supporting services from 2022 to 2027.

At the interchange between physical and virtual worlds, the Metaverse is creating a new universe in which digital consumers and businesses engage in communications, applications, content, and commerce.

Many fashion companies have already committed billions of dollars to the Metaverse, as have governmental organizations. The report states the dominant trend is for cyber-to-physical interchange as a means of enriching society and providing the next boom to the digital economy.

Perhaps the biggest opportunity in the Metaverse is virtual reality, which is valued at 226.6 billion dollars. User-generated content and social media within the Metaverse will reach 82.9 billion dollars by 2027.


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